488 lines
16 KiB
Lua
488 lines
16 KiB
Lua
IsProne = false
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local isCrouched = false
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local isCrawling = false
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local inAction = false
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local proneType = "onfront"
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local lastKeyPress = 0
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-- Crouching --
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local function ResetCrouch()
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local playerPed = PlayerPedId()
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ResetPedStrafeClipset(playerPed)
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ResetPedWeaponMovementClipset(playerPed)
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SetPedMaxMoveBlendRatio(playerPed, 1.0)
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SetPedCanPlayAmbientAnims(playerPed, true)
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-- Applies the previous walk style (or resets to default if non had been set)
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local walkStyle = GetResourceKvpString("walkstyle")
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if walkStyle ~= nil then
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RequestWalking(walkStyle)
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SetPedMovementClipset(playerPed, walkStyle, 0.6)
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RemoveAnimSet(walkStyle)
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else
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ResetPedMovementClipset(playerPed, 0.5)
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end
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RemoveAnimSet("move_ped_crouched")
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end
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local function CrouchThread()
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CreateThread(function()
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local playerId = PlayerId()
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while isCrouched do
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local playerPed = PlayerPedId()
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-- Checks if the player is falling, in vehicle, dead etc.
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if not CanPlayerCrouchCrawl(playerPed) then
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isCrouched = false
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break
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end
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-- Limit the speed that the player can walk when aiming
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if IsPlayerAiming(playerId) then
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SetPedMaxMoveBlendRatio(playerPed, 0.15)
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end
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-- This blocks the ped from standing up and playing idle anims (this needs to be looped)
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SetPedCanPlayAmbientAnims(playerPed, false)
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-- Disables "INPUT_DUCK" and blocks action mode
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DisableControlAction(0, 36, true)
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if IsPedUsingActionMode(playerPed) == 1 then
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SetPedUsingActionMode(playerPed, false, -1, "DEFAULT_ACTION")
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end
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-- Disable first person
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DisableFirstPersonCamThisFrame()
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-- added to disable crouch firing which may not fit in some servers
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if Config.FpsMode == true then
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DisablePlayerFiring(playerId, true) -- the boolean here doesn't matter, false or true will disable firing
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end
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Wait(0)
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end
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-- Reset walk style and ped variables
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ResetCrouch()
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end)
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end
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local function StartCrouch()
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isCrouched = true
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RequestWalking("move_ped_crouched")
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local playerPed = PlayerPedId()
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-- Force leave stealth mode
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if GetPedStealthMovement(playerPed) == 1 then
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SetPedStealthMovement(playerPed, false, "DEFAULT_ACTION")
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Wait(100)
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end
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-- Force leave first person view
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if GetFollowPedCamViewMode() == 4 then
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SetFollowPedCamViewMode(0) -- THIRD_PERSON_NEAR
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end
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SetPedMovementClipset(playerPed, "move_ped_crouched", 0.6)
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SetPedStrafeClipset(playerPed, "move_ped_crouched_strafing")
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CrouchThread()
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end
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local function AttemptCrouch(playerPed)
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if CanPlayerCrouchCrawl(playerPed) and IsPedHuman(playerPed) then
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StartCrouch()
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return true
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else
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return false
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end
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end
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---Disables a control until it's key has been released
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---@param padIndex integer
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---@param control integer
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local function DisableControlUntilReleased(padIndex, control)
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CreateThread(function()
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while IsDisabledControlPressed(padIndex, control) do
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DisableControlAction(padIndex, control, true)
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Wait(0)
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end
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end)
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end
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-- Called when the crouch key is pressed
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local function CrouchKeyPressed()
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-- If we already are doing something, then don't continue
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if inAction then
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return
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end
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-- If crouched then stop crouching
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if isCrouched then
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isCrouched = false
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local crouchKey = GetControlInstructionalButton(0, `+crouch` | 0x80000000, false)
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local lookBehindKey = GetControlInstructionalButton(0, 26, false)
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-- Disable look behind if the crouch and look behind keys are the same
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if crouchKey == lookBehindKey then
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DisableControlUntilReleased(0, 26) -- INPUT_LOOK_BEHIND
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end
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return
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end
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-- Get the player ped
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local playerPed = PlayerPedId()
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-- Check if we can actually crouch and check if we are an animal
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if not CanPlayerCrouchCrawl(playerPed) or not IsPedHuman(playerPed) then
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return
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end
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if Config.CrouchOverride then
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DisableControlAction(0, 36, true) -- Disable INPUT_DUCK this frame
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else
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-- Get +crouch, INPUT_DUCK and INPUT_LOOK_BEHIND keys
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local crouchKey = GetControlInstructionalButton(0, `+crouch` | 0x80000000, false)
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local duckKey = GetControlInstructionalButton(0, 36, false)
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local lookBehindKey = GetControlInstructionalButton(0, 26, false)
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-- Disable look behind if the crouch and look behind keys are the same
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if crouchKey == lookBehindKey then
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DisableControlUntilReleased(0, 26) -- INPUT_LOOK_BEHIND
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end
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-- If they are the same and we aren't prone, then check if we are in stealth mode and how long ago the last button press was.
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if crouchKey == duckKey and not IsProne then
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local timer = GetGameTimer()
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-- If we are in stealth mode and we have already pressed the button in the last second
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if GetPedStealthMovement(playerPed) == 1 and timer - lastKeyPress < 1000 then
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DisableControlAction(0, 36, true) -- Disable INPUT_DUCK this frame
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lastKeyPress = 0
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else
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lastKeyPress = timer
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return
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end
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end
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end
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-- Start to crouch
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StartCrouch()
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-- If we are prone play an animation from prone to crouch
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if IsProne then
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inAction = true
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IsProne = false
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PlayAnimOnce(playerPed, "get_up@directional@transition@prone_to_knees@crawl", "front", nil, nil, 780)
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Wait(780)
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inAction = false
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end
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end
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-- Crawling --
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local function ShouldPlayerDiveToCrawl(playerPed)
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if IsPedRunning(playerPed) or IsPedSprinting(playerPed) then
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return true
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end
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return false
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end
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local function PlayIdleCrawlAnim(playerPed, heading, blendInSpeed)
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local playerCoords = GetEntityCoords(playerPed)
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TaskPlayAnimAdvanced(playerPed, "move_crawl", proneType.."_fwd", playerCoords.x, playerCoords.y, playerCoords.z, 0.0, 0.0, heading or GetEntityHeading(playerPed), blendInSpeed or 2.0, 2.0, -1, 2, 1.0, false, false)
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end
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local function PlayExitCrawlAnims(forceEnd)
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if not forceEnd then
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inAction = true
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local playerPed = PlayerPedId()
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if proneType == "onfront" then
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PlayAnimOnce(playerPed, "get_up@directional@transition@prone_to_knees@crawl", "front", nil, nil, 780)
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-- Only stand fully up if we are not crouching
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if not isCrouched then
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Wait(780)
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PlayAnimOnce(playerPed, "get_up@directional@movement@from_knees@standard", "getup_l_0", nil, nil, 1300)
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end
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else
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PlayAnimOnce(playerPed, "get_up@directional@transition@prone_to_seated@crawl", "back", 16.0, nil, 950)
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-- Only stand fully up if we are not crouching
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if not isCrouched then
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Wait(950)
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PlayAnimOnce(playerPed, "get_up@directional@movement@from_seated@standard", "get_up_l_0", nil, nil, 1300)
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end
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end
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end
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end
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local function Crawl(playerPed, type, direction)
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isCrawling = true
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TaskPlayAnim(playerPed, "move_crawl", type.."_"..direction, 8.0, -8.0, -1, 2, 0.0, false, false, false)
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local time = {
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["onfront"] = {
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["fwd"] = 820,
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["bwd"] = 990
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},
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["onback"] = {
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["fwd"] = 1200,
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["bwd"] = 1200
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}
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}
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SetTimeout(time[type][direction], function()
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isCrawling = false
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end)
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end
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local function CrawlFlip(playerPed)
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inAction = true
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local heading = GetEntityHeading(playerPed)
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if proneType == "onfront" then
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proneType = "onback"
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PlayAnimOnce(playerPed, "get_up@directional_sweep@combat@pistol@front", "front_to_prone", 2.0)
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ChangeHeadingSmooth(playerPed, -18.0, 3600)
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else
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proneType = "onfront"
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PlayAnimOnce(playerPed, "move_crawlprone2crawlfront", "back", 2.0, nil, -1)
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ChangeHeadingSmooth(playerPed, 12.0, 1700)
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end
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PlayIdleCrawlAnim(playerPed, heading + 180.0)
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Wait(400)
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inAction = false
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end
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local function CrawlThread()
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CreateThread(function()
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Wait(400)
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local forceEnd = false
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while IsProne do
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local playerPed = PlayerPedId()
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-- Checks if the player is falling, in vehicle, dead etc.
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if not CanPlayerCrouchCrawl(playerPed) or IsEntityInWater(playerPed) then
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ClearPedTasks(playerPed)
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IsProne = false
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forceEnd = true
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break
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end
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-- Handles forwad/backward movement
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local forward, backwards = IsControlPressed(0, 32), IsControlPressed(0, 33) -- INPUT_MOVE_UP_ONLY, INPUT_MOVE_DOWN_ONLY
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if not isCrawling then
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if forward then -- Forward
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Crawl(playerPed, proneType, "fwd")
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elseif backwards then -- Back
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Crawl(playerPed, proneType, "bwd")
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end
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end
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-- Moving left/right
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if IsControlPressed(0, 34) then -- INPUT_MOVE_LEFT_ONLY
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if isCrawling then
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local headingDiff = forward and 1.0 or -1.0
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SetEntityHeading(playerPed, GetEntityHeading(playerPed) + headingDiff)
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else
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inAction = true
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if proneType == "onfront" then
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local playerCoords = GetEntityCoords(playerPed)
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TaskPlayAnimAdvanced(playerPed, "move_crawlprone2crawlfront", "left", playerCoords.x, playerCoords.y, playerCoords.z, 0.0, 0.0, GetEntityHeading(playerPed), 2.0, 2.0, -1, 2, 0.1, false, false)
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ChangeHeadingSmooth(playerPed, -10.0, 300)
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Wait(700)
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else
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PlayAnimOnce(playerPed, "get_up@directional_sweep@combat@pistol@left", "left_to_prone")
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ChangeHeadingSmooth(playerPed, 25.0, 400)
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PlayIdleCrawlAnim(playerPed)
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Wait(600)
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end
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inAction = false
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end
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elseif IsControlPressed(0, 35) then -- INPUT_MOVE_RIGHT_ONLY
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if isCrawling then
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local headingDiff = backwards and 1.0 or -1.0
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SetEntityHeading(playerPed, GetEntityHeading(playerPed) + headingDiff)
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else
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inAction = true
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if proneType == "onfront" then
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local playerCoords = GetEntityCoords(playerPed)
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TaskPlayAnimAdvanced(playerPed, "move_crawlprone2crawlfront", "right", playerCoords.x, playerCoords.y, playerCoords.z, 0.0, 0.0, GetEntityHeading(playerPed), 2.0, 2.0, -1, 2, 0.1, false, false)
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ChangeHeadingSmooth(playerPed, 10.0, 300)
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Wait(700)
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else
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PlayAnimOnce(playerPed, "get_up@directional_sweep@combat@pistol@right", "right_to_prone")
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ChangeHeadingSmooth(playerPed, -25.0, 400)
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PlayIdleCrawlAnim(playerPed)
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Wait(600)
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end
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inAction = false
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end
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end
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-- Flipping around
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if not isCrawling then
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if IsControlPressed(0, 22) then -- INPUT_JUMP
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CrawlFlip(playerPed)
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end
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end
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Wait(0)
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end
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-- If the crawling wasn't forcefully ended, then play the get up animations
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PlayExitCrawlAnims(forceEnd)
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-- Reset variabels
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isCrawling = false
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inAction = false
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proneType = "onfront"
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SetPedConfigFlag(PlayerPedId(), 48, false) -- CPED_CONFIG_FLAG_BlockWeaponSwitching
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-- Unload animation dictionaries
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RemoveAnimDict("move_crawl")
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RemoveAnimDict("move_crawlprone2crawlfront")
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end)
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end
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local function CrawlKeyPressed()
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-- If we already are doing something, then don't continue
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if inAction then
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return
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end
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-- Don't start/stop to crawl if we are in the pause menu
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if IsPauseMenuActive() then
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return
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end
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-- If already prone, then stop
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if IsProne then
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IsProne = false
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return
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end
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-- If we are playing an animation, then cancel it first
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if IsInAnimation then
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EmoteCancel()
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end
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-- If we are crouching we should stop that first
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local wasCrouched = false
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if isCrouched then
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isCrouched = false
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wasCrouched = true
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end
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local playerPed = PlayerPedId()
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if not CanPlayerCrouchCrawl(playerPed) or IsEntityInWater(playerPed) or not IsPedHuman(playerPed) then
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return
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end
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inAction = true
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-- If we are pointing then stop pointing
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if Pointing then
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Pointing = false
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end
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if InHandsup then
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return
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end
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if isInActionWithErrorMessage({['IsProne'] = true}) then
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return
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end
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IsProne = true
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SetPedConfigFlag(playerPed, 48, true) -- CPED_CONFIG_FLAG_BlockWeaponSwitching
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-- Force leave stealth mode
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if GetPedStealthMovement(playerPed) == 1 then
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SetPedStealthMovement(playerPed, false, "DEFAULT_ACTION")
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Wait(100)
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end
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-- Load animations that the crawling is going to use
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LoadAnim("move_crawl")
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LoadAnim("move_crawlprone2crawlfront")
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if ShouldPlayerDiveToCrawl(playerPed) then
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PlayAnimOnce(playerPed, "explosions", "react_blown_forwards", nil, 3.0)
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Wait(1100)
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elseif wasCrouched then
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PlayAnimOnce(playerPed, "amb@world_human_sunbathe@male@front@enter", "enter", nil, nil, -1, 0.3)
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Wait(1500)
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else
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PlayAnimOnce(playerPed, "amb@world_human_sunbathe@male@front@enter", "enter")
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Wait(3000)
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end
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-- Set the player into the idle position (but only if we can still crawl)
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if CanPlayerCrouchCrawl(playerPed) and not IsEntityInWater(playerPed) then
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PlayIdleCrawlAnim(playerPed, nil, 3.0)
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end
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inAction = false
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CrawlThread()
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end
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-- Commands & KeyMapping --
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if Config.CrouchEnabled then
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if Config.CrouchKeybindEnabled then
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RegisterKeyMapping('+crouch', Translate('crouch'), "keyboard", Config.CrouchKeybind)
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RegisterCommand('+crouch', function() CrouchKeyPressed() end, false)
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RegisterCommand('-crouch', function() end, false) -- This needs to be here to prevent errors/warnings
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end
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RegisterCommand('crouch', function()
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if isCrouched then
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isCrouched = false
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return
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end
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AttemptCrouch(PlayerPedId())
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end, false)
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TriggerEvent('chat:addSuggestion', '/crouch', 'Crouch')
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end
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if Config.CrawlEnabled then
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if Config.CrawlKeybindEnabled then
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RegisterKeyMapping('crawl', Translate('crawl'), "keyboard", Config.CrawlKeybind)
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end
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RegisterCommand('crawl', function() CrawlKeyPressed() end, false)
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end
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-- Exports --
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-- Returns whether or not the player is crouched
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local function IsPlayerCrouched()
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return isCrouched
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end
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-- Returns if the player is prone (both when laying still and when moving)
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local function IsPlayerProne()
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return IsProne
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end
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-- Returns if the player is crawling (only when moving forward/backwards)
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local function IsPlayerCrawling()
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return isCrawling
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end
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exports('IsPlayerCrouched', IsPlayerCrouched)
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exports('IsPlayerProne', IsPlayerProne)
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exports('IsPlayerCrawling', IsPlayerCrawling)
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